Dealing with large number of triggers/varriables and states - Using Cards

Jul 01, 2022

I've been thinking about using cards for a gamified activity. 

There are a few things that I would like some help with as the methods that I can think of are very inefficient. 

Storing states. 
Every time a card is drawn it must be recorded as no longer available.  Normally I would have a series of triggers the size of my deck.  However having this many triggers causes issues. 

I can solve the issues with playing cards and the hand.  For this I would create objects with as many states as there are card types.  Annoying to maintain but doable.   To record the states of the objects each would have a variable.  This could also get large if the number of objects reaches a certain size as ever possible play position would have to be designed for.


3 Replies
Walt Hamilton

The biggest problem is keeping track of which cards have been used, unless you want to always follow the same order. If you want to use a random order, without repeating any cards until they have all been used, there is no way SL can do that. So you need to use JS. I would create an array and sort all the cards into it randomly. You would need either to delete each card from the array as it is chosen, or use a variable in SL to keep track of where you are in the array. I would execute the JS every time I wanted a new card and have it  change a variable in SL to match the chosen card ( 1-52). The card pile would have 52 states, and every time the variable changed, a series of triggers would change the state of the pile to match the variable number.

Math Notermans

You can use text fields in Storyline as arrays... Here is an old sample of mine showing how you can setup a textfield in Storyline to act as an array.

When you showed some element of the array, its easy to remove with this it never will show again.

var array = [1,2,3,4,5,6,7,8,9,0];
function arrayRemove(arr, value) { 
        return arr.filter(function(ele){ 
            return ele != value; 
    var result = arrayRemove(array, 6);
    // result = [1, 2, 3, 4, 5, 7, 8, 9, 0]